PCs Running away when they should

For short pursuits between creatures with the same base speeds, I have the pursued and pursuers make opposed Strength (over clear ground) or Dexterity (over obstructed ground) checks. For long-term pursuits, I use what's appropriate. For instance, for pursuits at sea I have the captains of both ships make opposed Profession (sailor) checks, and for overland pursuits on foot I have both parties make opposed Constitution checks. Overland mounted pursuits use opposed Ride checks.

In short, pursuits are easily doable by considering the specific situation and applying the appropriate opposed skill or ability check.
 

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The group I DM for has never had a problem with knowing when to run away. From past experience they know I'll let them enter into situations where any one of them could be killed. Whether they escape a situation once 'engaged' is entirely up to their preparedness, cleverness, and whether I think it's a good idea for them to escape or not ;)

As for the determinant for escape I agree with ForceUser. A contested roll with appropriate modifiers lets you get back to the action without killing the scene's momentum. Works great for me.

I think the problem the majority of DM's have with their players not knowing when to run away is due to the mechanics of D&D itself. Even low-level characters have little to fear when it comes to weapon damage. It's the 'does he jump the fence or not?' problem: a relatively low-level character is cornered by three or four members of the local militia at the end of an alley. The only means of escape is to jump the 7-foot fence the PC is standing next to. The militia moves in, crossbows leveled.

Does the PC jump the fence? OF COURSE HE DOES. He has 27 hit points! Odds are that even if he's hit, he can make it over the fence without being killed. This thinking colors almost every decision the character makes in a dangerous situation. There's no real belief by the player that the character might die, so there's no tension/drama to the situation.

Throughout the campaign the DM is forced to come up with handicaps ad nauseum so similar situations have the required tension or effect. And forgettaboutit if the PC is high-level. He laughs heartily and slaughters the militiamen in a round or so...or hops the fence knowing full well that if every militiaman hit he'd still probably live.

My solution was to switch the campaign over to the Grim-n-Gritty Hit Point and Combat Rules

In the above example (Under the GnG rules) the high-level fighter can still slaughter the lowly militiamen but there's a halfway decent chance they'll kill or seriously injure him in the process. So--does he still jump the fence?

Maybe...maybe not. Do you feel lucky, punk? Drama/tension/etc achieved.

Of course, this makes your game much more lethal. But dramatic situations took on the appropriate 'weight' and it made my players a WHOLE lot smarter in a hurry. They learned to work effectively together as a team, and a lot more emphasis on drama and realistic npc interaction followed. Not to mention a lot more fun.
 

My party was horrible at running away. They were far too quick to run away. They'd bust a run 120 feet in one direction, realize that the other party members weren't fleeing, then run back. This was quite detrimental to our attempts to take down a vamp, especially because we were far away enough from each other (due to the running) to not be able to communicate with each other. So, our Sorc couldn't unleash his fireballs because he didn't know whether or not he would hit a party member.
 

Tidus4444 said:
My party was horrible at running away. They were far too quick to run away. They'd bust a run 120 feet in one direction, realize that the other party members weren't fleeing, then run back. This was quite detrimental to our attempts to take down a vamp, especially because we were far away enough from each other (due to the running) to not be able to communicate with each other. So, our Sorc couldn't unleash his fireballs because he didn't know whether or not he would hit a party member.

Your Sorceror is amazingly generous! :eek:
 


This is why you partner with rogues: You don't have to worry about hitting a partymember. Just announce "FIRE IN THE HOLE!" and let loose. That's all the warning rogues need.
 

As a Player, I feed off of overwhelming encounters. Those are the best kind. I'm also the player with the most deaths in most groups I've played with, however, because of my superficial bravery given to any character I play (especially fighter types and clerics).

Every once in a while, something will suprise you. I've seen a single first level PC beat a troll unconcious and then burn his remains. That was worth the 20 or so character deaths I've probably suffered through for that one great moment.
 

creamsteak said:
As a Player, I feed off of overwhelming encounters. Those are the best kind. I'm also the player with the most deaths in most groups I've played with, however, because of my superficial bravery given to any character I play (especially fighter types and clerics).

Every once in a while, something will suprise you. I've seen a single first level PC beat a troll unconcious and then burn his remains. That was worth the 20 or so character deaths I've probably suffered through for that one great moment.

Yes, but how many times have you let Reincarnate sort out those 20 deaths?
 

MY thoughts run thus:
1) if the PC's get roasted they deserve it. Every and i repeate every battle can be won with amazing tactics and a little luck.
I have seen PC's takje on the impossible and win by out thinking the DM
2)Although death might be fairly easy to over come it might have a few set backs. A level down is nothing but if you bring them back with the 4th level spell reincarnate. Tjhey have the extra problems of being a boar or a chicken or something. and its way fun to play a character trapped in a new body.
3) if PC's dont ever run dont be afraid NOT to bring them back. serously consider this. if you are willing to sacrifice all of your work. hose them and leave em that way. next campaign they wont be so stuck up about running.
4)if you have an oveer abundance of running. have something bad happen to them say broken legs or what not. maybe their base of operation finds itself massacred. or turn the campaign into obne big man hunt for the PC's it could have possibilities.
One way or another you can outhink the PC and screw them up no matter what.
5)If the PC's dont have a backup plan. let the enemies have a back up plan. forcing the pc's to get a backup plan. a good badguy back up is to have a cleric at the back outyof site that has a wand of heal or two. let the bad guys run around the corner and run back fully healed.
IF and only if the PC's ruin your work or wonty smart up, to such a degree you get to frustrated. JUst kill them in their sleep and quit Ddming for a while. I personally have done this once and the result is they think i am a cranky DM. Stupid PC's anyway.
Sincerely
Cpt. Anonymous
 

Well its never easy for some reason I tend to die a lot because I never get the chance to run. I manage a few times when my band of friends don't listen to me they tend to die, If the leader of the group dies I am free to leave.
 

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